Position, rotation and scale of an object.
Every object in a Scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:
using UnityEngine;
public class Example : MonoBehaviour { // Moves all transform children 10 units upwards! void Start() { foreach (Transform child in transform) { child.position += Vector3.up * 10.0f; } } }
See Also: The component reference, Physics class.
| childCount | The number of children the parent Transform has. | 
| eulerAngles | The rotation as Euler angles in degrees. | 
| forward | Returns a normalized vector representing the blue axis of the transform in world space. | 
| hasChanged | Has the transform changed since the last time the flag was set to 'false'? | 
| hierarchyCapacity | The transform capacity of the transform's hierarchy data structure. | 
| hierarchyCount | The number of transforms in the transform's hierarchy data structure. | 
| localEulerAngles | The rotation as Euler angles in degrees relative to the parent transform's rotation. | 
| localPosition | Position of the transform relative to the parent transform. | 
| localRotation | The rotation of the transform relative to the transform rotation of the parent. | 
| localScale | The scale of the transform relative to the GameObjects parent. | 
| localToWorldMatrix | Matrix that transforms a point from local space into world space (Read Only). | 
| lossyScale | The global scale of the object (Read Only). | 
| parent | The parent of the transform. | 
| position | The world space position of the Transform. | 
| right | The red axis of the transform in world space. | 
| root | Returns the topmost transform in the hierarchy. | 
| rotation | A Quaternion that stores the rotation of the Transform in world space. | 
| up | The green axis of the transform in world space. | 
| worldToLocalMatrix | Matrix that transforms a point from world space into local space (Read Only). | 
| DetachChildren | Отвязать всех потомков от родителя. | 
| Find | Finds a child by n and returns it. | 
| GetChild | Возвращает transform-потомка по индексу. | 
| GetSiblingIndex | Gets the sibling index. | 
| InverseTransformDirection | Преобразовывает direction (направление) из глобальной в локальную систему координат. Противоположно Transform.TransformDirection. | 
| InverseTransformPoint | Преобразует position (позицию) из мировой в локальную систему координат. Противоположно Transform.TransformPoint. | 
| InverseTransformVector | Преобразовывает direction (направление) из глобальной в локальную систему координат. Противоположно Transform.TransformDirection. | 
| IsChildOf | Является ли данный transform потомком указанного родителя parent? | 
| LookAt | Rotates the transform so the forward vector points at /target/'s current position. | 
| Rotate | Use Transform.Rotate to rotate GameObjects in a variety of ways. The rotation is often provided as an Euler angle and not a Quaternion. | 
| RotateAround | Rotates the transform about axis passing through point in world coordinates by angle degrees. | 
| SetAsFirstSibling | Move the transform to the start of the local transform list. | 
| SetAsLastSibling | Move the transform to the end of the local transform list. | 
| SetParent | Set the parent of the transform. | 
| SetPositionAndRotation | Sets the world space position and rotation of the Transform component. | 
| SetSiblingIndex | Sets the sibling index. | 
| TransformDirection | Transforms direction from local space to world space. | 
| TransformPoint | Transforms position from local space to world space. | 
| TransformVector | Transforms vector from local space to world space. | 
| Translate | Moves the transform in the direction and distance of translation. | 
| gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. | 
| tag | Тег данного игрового объекта. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. | 
| CompareTag | Помечен ли данный игровой объект тегом tag? | 
| GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. | 
| GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. | 
| GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. | 
| GetComponents | Возвращает все компоненты типа type в GameObject. | 
| GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. | 
| GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. | 
| SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. | 
| SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Gets a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |